[Bf-cycles] uv coordinates in Cycles standalone

Mohamed Sakr 3dsakr at gmail.com
Wed Dec 9 22:19:49 CET 2015


in blender_mesh.cpp, find attr_create_uv_map() function and see how they
create UVs

On Wed, Dec 9, 2015 at 10:26 PM, Guillaume Rouault <
guillaume.rouault.fx at gmail.com> wrote:

> Hi,
>
> I can't find any infos on uv coordinates for cycles standalone. As of now,
> I haven't been able to render an object with the correct uvs. I can see a
> texture, but it's mapped to every triangle on the mesh.
>
> I searched the xml api , and came up with that setup :
>
>
> *<!-- floor shader-->*
> *<shader name="floor" >*
> * <diffuse_bsdf name="diffuse" roughness="0.05" color="1.0, 1.0, 1.0" />*
> * <glossy_bsdf name="glossy" roughness="0.05" color="0.2, 0.2, 0.2" />*
>
> * <texture_coordinate name="uv" />*
> * <image_texture name="tex" src="./maps/aaa.jpg" />*
> * <add_closure name="mix" />*
> * <fresnel name="fresnel" />*
> * <connect from="fresnel fac" to="glossy color" />*
>
> * <connect from="uv uv" to="tex vector" />*
> * <connect from="tex color" to="diffuse color" />*
>
>
> * <connect from="diffuse bsdf" to="mix closure1" />*
> * <connect from="glossy bsdf" to="mix closure2" />*
> * <connect from="mix closure" to="output surface" />*
> *</shader>*
>
>
> Am I on the right path ?
> Are there any examples or infos on uvs somewhere ?
> Actually, on my meshes,  I don't even know if I have to export uv coords
> as vector2  (uv) , or vector3 (uvw) ?
>
>
> *Guillaume*
>
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>
>
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